Notes

First horse is free; every swap is 500 Meat thereafter. You lose your current horse at rollover.

The normal horse grants +10% Combat Initiative and 5-10HP and MP per combat.

The dark horse increases the frequency of non-combat encounters by 5% and grants 10-15 Meat per combat.

The crazy horse grants a random? ±% of Muscle, Mysticality and Moxie (changes on rollover and ascension, but not on horse change), and grants a random effect at the end of every 5th combat for 5 turns (similar to an ittah bittah hookah), though this usually leaves you with 4 turns of the effect (unless the fight was free).

Effect granting messages include:

<name name> makes some loud gagging sounds, and coughs up a potion bottle. Which you open and drink, because duh of course you do.

<name name> psychically links with you and draws out your latent power. Or maybe it's just a contact high.

<name name> shares some of his loco weed with you. It's powerful stuff!

Blue smoke drifts out of <name name>'s ears, and you accidentally inhale some. It makes you feel... different.

The pale horse grants Slight Resistance to All Elements (+1) and deals 15-20 damage per round ~50%(?) of the time.

Attack messages are as follows:

<name name> stares unblinkingly at your opponent until it takes 15-20 damage from the spookiness.

You aren't entirely sure what just happened, but you think maybe <name name> kicked the ghost of one of your opponent's ancestors in the stomach, and a ripple effect caused your foe to take 15-20 damage somehow?